We've kicked off development of 1.4 and to get things started, we've been working on some modding features alongside some general features and improvements!
Playing development builds
Right click BallisticNG in your steam library and go to Properties
Go to the betas tab on the window that opens
From the dropdown select development. If the update doesn't automatically queue for download, restart Steam
Once you have opened the game, the version at the bottom right of the menu will read 1.4-d4
Notices
Legacy Layout Creator Depreciated
1.4 is depreciating the legacy layout creator. It's still in the game and can still be used to create tracks, but has been tucked away so layout creator 2.0 is the focus.
The legacy layout creator can now be accessed by using the mod_legacylayoutcreator console command. Note that it isn't being removed entirely as this is a feature that's important for backwards compatibility.
All changes to releases towards the current major version will be documented on this release page.
Overview
Ship Lua Scripting
The game's Lua implementation has been extended to ships!
These enable you to do anything you can imagine, from setting up additional cosmetics to adding new mechanics and physics! Like with custom track lua scripts, these are sandboxed so they're confined to only doing stuff inside the game.
Trkd (Track Data) files are a new addition to custom tracks which allows menu data to be provided with the track.
Trkd files are compiled and placed next to your tracks trk file. When present, the game will load everything it needs from the trkd, instead of going through the lengthy caching process.
Trkd's can also be embedded into Wtrk files, and will be automatically added / updated if they're next to the Trk when creating / updating the Wtrk.
It's safe to distribute both Trkd and Wtrks with embedded Trkd files to the current public stable release (1.3.3). Older versions of the game will just ingore the files.
Also note that while Trkd files are not required and the game will continue with the current cache process without them, we highly reccomended you start shipping them with tracks as they offer similar load performance to the old system but without the extremely long load time on the first game launch.
It's now possible to reload mod content without needing to restart the game!
Use the new mod -> refresh content button on the menu to start the refresh. This will remove mods that have been deleted, register mods that were added and will also handle content being moved between folders.
Steam Deck / Big Picture keyboard overlays
If you're running the game on a Steam Deck or in Big Picture with the Steam overlay enabled, any text input required (setting your name, entering data for custom campaigns, etc) when using a controller will now prefer the relevant Steam based keyboard instead of our internal overlay!
HUD Scaling
BallisticNG now has a HUD scaling option! This setting is particularly useful for use with the Steam Deck or other handheld computers. Scaling ranges from 80-120%, which is setup to accommodate overlap with the vanilla HUD.
Just as a note, we currently don't have plans for menu UI scaling. Several parts of menu UIs are built with the scale they're already at in mind and can't be scaled without breaking.
Changelog (since version 1.3.3)
Options
Added HUD scaling (graphics -> display -> hud scaling). This ranges from 80-120%, based on the overlap of internal HUDs. Scaling is always disabled in splitscreen.
Added Roll On Thrust Tap (controls -> roll on thrust tap). Enabling this allows you to barrel roll by releasing the thrust input and then quickly pressing it again.
Added option to disable player light colors on DS4 / Dualsense controllers
User Interface
Sliders now support suffix strings at the end of the value readout.
The controls menu now automatically switches the bindings / calibration list to the last touched input device that's assigned to the player, and opens with the players active input device selected.
The survival score readout is now vertically positioned above the speed and shield bars and has digit group separators.
DLC and custom ship / track loading is now a single loading content screen, which is hooked up to a new content loader.
Added mod -> refresh content to the main menu. This will unregister content that no longer exists on disk and then search for newly added files and register them. This doesn't refresh track menu information.
If starting the game with -nougc, this can be used to load custom content on demand.
This supports moving content around. Just make sure you refresh content before doing anything else so the game is aware of the new file locations.
Moving tracks which don't have a trkd file will regenerate the cache as tch files are linked to tracks by absolute file path.
Newly added content is not alphabetically organized with the rest of content due to sorting being a part of the file discovery and not internal sorting. Everything will be correctly organized after the next game boot.
Removed access to the old layout creator from the menu. It now needs to be accessed from the new mod_legacylayoutcreator command.
Text inputs when using a controller now tries to open the Steam Deck or Steam Big Picture keyboard before falling back to the in-game keyboard.
The update profile interface now has a button to update the profile image, reset the profile image, and has a realtime pilots license preview.
Modding
Implemented trkd files. When present next to a .trk file or embedded into a .wtrk file, these replace the game generated .tch files used for menu frontend data.
Fixed custom tracks files in the root of externally linked paths not being moved into an uncategorized folder
Mod content folders in different locations with conflicting folder names are now correctly merged into categories, instead of the last loaded folder with a name conflict taking exclusive priority.
Steam
Precision run times are now included in Steam Cloud. This applies globally to all branches, this note is just documentation of the change.
Updated to the lastest version of Steamworks (we haven't updated in 7 years!)
Commands
Added mod_legacylayoutcreator. Call from the menu to access the old layout creator.
The following commands have been updated to prompt for an output path using native OS file browsers (they use their previously fixed output paths as the defaults):
mod_bloomconfig
mod_flareconfig
mod_exportshipstats
Lua
Implemented support for lua scripts on ships. These use functions and global variables which are specific to ships, and have the same freedom (with sandbox restrictions) as track lua scripts. Like with track lua scripts, user variables can be defined in Unity and used in the script.
Added Api:IsSplitscreen() and Api:IsVerticalSplitscreen()
Exposed VirtualEnv (virtual environment control), VirtualPaletteSettings (settings for virtual environment palette) and VirtualColors (class holding virtual environment palette data)
Dear Ball Smackers, The Twin Stick Tennis Demo got a major update. Here is a quick summary of what changed:
You can now play Padel matches! This is a new game mode that uses the rules of Padel. Use walls to bounce balls around to outplay your opponent.
Local multiplayer and Remote Play Together activated To celebrate that Twin Stick Tennis is participating in the Steam “Remote Play Together” festival local multiplayer was added to the Demo. Festival dates are February 12 – 19, however, local multiplayer is already unlocked in the Demo.
You can now Slide This was one of the most requested features. Sliding will give you a short speed boost during which you cannot steer the player. Slides can be activated with: <Right Shoulder Button>, <Pressing Right Stick>, <Space Bar> or <Numpad 0>. Happy sliding!
Audience You are now watched by audience and greeted by applause when epic points are won.
Celebrate better You can now shoot particles out of the top of your racket to celebrate. Can be activated by pressing <Left Stick> or <Alt>.
Cloud saves Twin Stick Tennis Demo will now save your progress to the cloud. Your progress from this point on will be carried over to the full game.
Better controller support Now all mayor brand controllers will show the correct controller glyphs.
Final note The full game is making big steps, will be announcing a release date soon! So stay tuned.
RANDOM STARTER SPAWN RANDOM STARTER BOTS RANDOM STARTER BASE RANDOM STARTER BIRD YOU CAN LOOK UP AND DOWN ADJUSTED BIRD BALANCE IMPROVED BOT ENEMY TRACKING
ENEMIES
CRACKHEAD MICKEY MOUSE NERFED SNAKE AND MOSKEETO IMPROVED ENEMY FLINGING
-Changed menu music for (funny enough) copyright reasons. New music on its way by the official artist. -Added fullscreen toggle in options -Arrow keys can now be used alongside WASD.
Happy 2024! We hope you all had a wonderful holiday season. And to kick off the new year we're announcing our next official tournament. XXVII will be held on the High SeasJanuary 20th at 7pm UTC. This event will be 3v3 Team Death Match with up to 8 teams competing on a variety of maps. Each round will be a best of 3 matchup with the winner advancing and the vanquished sinking to the depths. There will also be a bronze match to decide 3rd place.
Registration will open at 8pm UTC today. In order to register, team captains should message 42scientist on the Forts Official Discord server with their team name (16 characters max), team logo (128x128 pixels), team tag (3 characters), and team roster including the Steam ID of each team member.
Entries submitted before this time will not be accepted. Once registration has opened the first 8 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?
How will teams be seeded?
Seedings will be based on past results in official events and ranked seasons.
Prizes?
The prize pool is as follows:
1st place $150
2nd place $75
3rd place $30
Prizes will be awarded in the form of Steam digital gift cards, divided amongst teammates.
If you have any additional questions please contact us on Discord.
How do I join?
In order to participate, you must do the following...
The mayor lost the keys to his safe. He asked you to find the keys and open the safe. During this event, at regular levels and in Challenge mode, you can collect Green Keys. If you collect the required number of Keys within the allotted time, you'll get a big reward; if you don't manage it in time, you'll get a consolation prize.
The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
We are back from the christmas break and continue work on the workbench update, there has been a bit of change of plans and the update is planned for the end of January
This is becuse it makes sense to replace more stuff in this update with the inventory etc to prepare for Multiplayer, this update will be 3 updates in 1 with Quests, Workbenches, inventory, handtools and the ability to play/create your own company
With this its possible to have a custom logo and name, you will be able to move funds to the company account to and from saves, aswell as the Level progression will now follow the company and not the save.
We got even more to reveal for this update aswell so stay tuned for that! ːsteamhappyː
Best regards Christian & The Team Recap from the holliday news: 2024 Next Generation Vehicles
2023 Current vehicles
The Next Generation Vehicles will be rolled out as we get them done with them after the workbench update! Those will also have new hydraulics, attachers, physics and tons of other improvements
The Quests is something that will go very well with the addition of the workbenches and breakdown!
There has also been rework to the store to make it easier to navigate aswell as fixing bugs and issues